Diablo Patch 2.6.1 Now Live

Diablo III patch 2.6.1 is now live in the Americas for PC, PlayStation 4, and Xbox One! Check out the full PC patch notes below to learn all about the latest changes.

PATCH HIGHLIGHTS

Class Set Revisions

We’ve taken a top-down look across all class performance in Greater Rifts, and made several changes to bring as many gameplay styles as close in line to each other as possible, with a focus on the most popular or requested builds.

Skill Changes

Several skills have had their overall power buffed, while others have been tweaked for improved playability and performance.

Item Revisions

Numerous Legendary items have seen tweaks, yielding increased power for players to enjoy.

Important: Please note that you will not be prompted to download Patch 2.6.1 until the patch is live in your home region. If you are logging in from a European or Asian client, you will need to wait for this patch to release in that region before it can be installed. Additionally, if your home region is in the Americas, you will be unable to log into Europe or Asia using Global Play after Patch 2.6.1 is live until those regions have also patched.

Added a maximum threshold on the number of health globes that can spawn in a given time.

Crusader Skills

Blessed Hammer

Limitless

Has been redesigned:

Increase the damage of Blessed Hammer to 640% weapon damage as Holy and increase its area of effect by 20 yards.

Note: The extra projectiles created by this rune were causing performance issues in cases with high enemy density.

Monk Skills

Tempest Rush

Flurry

Reduced the maximum number of stacks from 500 to 100

Necromancer Skills

Command Skeletons

Commanding your Skeletal Warriors will break crowd control effects on them

Skeletal Warriors will no longer die after taking too many hits

Design Philosophy: When we were first designing Command Skeletons, we wanted to capture the feeling of being an undead commander by having skeletons regularly spawn around the Necromancer and charge into battle during combat. It created a cool visual, but as the class evolved through Set bonuses and Legendary powers, it became clear that this visual began to hinder gameplay for some builds. Skeletal Warriors now have the same defenses as all other pets in the game.

Devour

Voracious

Resource cost reduction stacks granted from this rune will now stack and are no longer overridden from multiple casts.

Simulacrum

Added a glow to the skill icon to indicate when Simulacrum is active.

Skeletal Mage

This skill will now display the duration of the oldest mage raised as a buff in addition to the total number of mages active

Design Philosophy: This change is largely to provide transparency to players on the duration of their mage armor. This will be especially useful to players using the Bones of Rathma set. It’s our goal that players will no longer feel compelled to refresh their Skeletal Mage counter when they’re already at max.

Bone Armor

Essence cost removed

Can now be cast while moving

Army of the Dead

Frozen Army

The pulsing damage from this rune has been spread out

Design Philosophy: This was done to ensure enemies within range are evenly hit and to better align with the visual. This will result in more targets being hit more consistently for the stated weapon damage amount.

Necromancer Passives

Fueled By Death

The movement speed bonus from this passive can now exceed the 25% cap

Life from Death

Added a maximum threshold on the number of health globes that can spawn in a given time.

Witch Doctor Skills

Soul Harvest

Adding a stack or refreshing Soul Harvest now refreshes all stacks of Soul Harvest.

Witch Doctor Passives

Creeping Death

Increased the duration of Haunt, Locust Swarm, and the damage amplification of Piranhas when this passive is active from 3600 to 19800 seconds

Wizard Skills

Arcane Orb

Frozen Orb

Create an orb of frozen death that shreds an area with ice bolts, dealing 393% 950% weapon damage as Cold

Increased projectile travel distance from 30 to 40

Bug Fixes

Fixed an issue which prevented Army of the Dead from sometimes triggering when the player is immediately afflicted by a monster’s crowd control after casting it

Fixed an issue where enemy monsters could heal themselves when striking another monster afflicted by Leech

Fixed a bug which caused Skeletal Mages to sometimes spawn up in the air

Fixed an issue where the firewall left behind by Arcane Orb – Scorch was not dealing damage

Fixed an issue which caused Skeletal Mages to lose their target when players used Command Skeletons to attack the same target

Fixed an issue which caused connection issues when players used a channeling skill while attempting to force move at the same time

Fixed an issue where your pets would double dip from the damage bonus granted by Wolf Companion

Fixed an issue where the advanced tooltip for Bone Armor - Dislocation did not correctly state the rune did Poison damage

Fixed an issue where Furious Charge would inherit the elemental damage type on your weapon when Vile Ward was equipped, as opposed to the damage type of the rune you chose

Fixed an issue where Bone Armor: Dislocation did not apply the movement and attack speed reduction provided by Rigor Mortis

Fixed an issue where Monk players could reset the Blood is Power cooldown for Necromancers allowing them to gain more cool down reduction than intended

Fixed an issue where Creeping Death was not correctly affecting the duration of the Piranha’s damage debuff

Fixed an issue where the tooltip for Spike Trap - Impaling Spines did not display its correct damage type

Fixed an issue where the tooltip for Bone Armor - Harvest of Anguish did not display its correct damage type

Each corpse consumed in the Land of the Dead gGrants a 50 stacks of Macabre Knowledge when Land of the Dead expires. Macabre Knowledge increases the damage of Corpse Lance and Corpse Explosion by 150–200% while outside Land of the Dead.

No longer rolls Legendary-strength bonus to Firebats damage as an inherent affix. Can still roll 10-15% as a random affix.

Firebats attacks 100% faster, and costs 70-75% less Mana, and has its damage increased by 125-150%.

Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.

The Short Man’s Finger

Gargantuan instead summons three smaller gargantuans each more powerful than before that have their damage increased by 500-650%.

Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.

Wizard

Deathwish

While channeling Arcane Torrent, Disintegrate, or Ray of Frost, all damage is increased by 30–35% 250-325%.

Etched Sigil

Your Arcane Torrent, Disintegrate, and Ray of Frost also cast one of your other damaging Arcane Power Spenders which deal 125-150% increased damage every second.

While channeling Arcane Torrent, Disintegrate, or Ray of Frost, the damage of your Arcane Power Spenders is increased by 125-150% and you also cast one of your other damaging Arcane Power Spenders every second.

Halo of Karini

You take 45–60% 60-80% less damage for 3 5 seconds after your Storm Armor electrocutes an enemy more than 30 15 yards away

Nilfur's Boast

Increase the damage of Meteor by 200% 600%. When your Meteor hits 3 or fewer enemies, the damage is increased by 275–350% 675-900%

Orb of Infinite Depth

Each time you hit an enemy with Explosive Blast your damage is increased by 4% 8-10% and your damage reduction is increased by 15% 20% for 6 seconds. This effect can stack up to 4 times.

Ranslor’s Folly

Energy Twister does 225-300% more damage and periodically pulls in lesser enemies within 30 yards.

The Grand Vizier

No longer rolls Legendary-strength bonus to Meteor damage as an inherent affix.

Reduces the Arcane Power cost of Meteor by 50% and increases its damage by 30% 300-400%

Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.

Triumvirate

Your Signature Spells increase the damage of Arcane Orb by 150–200% 300-400% for 6 seconds, stacking up to 3 times.

Unstable Scepter

No longer rolls Legendary-strength bonus to Arcane Orb damage as an inherent affix.

The damage of Arcane Orb is increased by 350-450% and its explosion triggers an additional time..

Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.

Wand of Woh

No longer rolls Legendary-strength bonus to Explosive Blast damage as an inherent affix.

The damage of Explosive Blast is increased by 300-400% and 3 additional blasts are triggered after casting Explosive Blast.

Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.

Set Items

Barbarian

Immortal King’s Call

(6) Set

While both Wrath of the Berserker and Call of the Ancients is active, you deal 400% 1500% increased damage.

The damage of your Spirit Generators is increased by 1.5%2% for each point of Spirit you have

When reaching maximum Spirit, all damage is increased by 150% 200%, but you no longer passively regenerate Spirit and 65 Spirit is drained every second until you run out of Spirit

Necromancer

Bones of Rathma

(6) Set

Each active Skeletal Mage increases the damage of your minions and Army of the Dead by 625% 1000%.

Grace of Inarius

(6) Set

Bone Armor also activates a swirling tornado of bone, damaging nearby enemies for 750% 1000% weapon damage and increasing the damage they take from the Necromancer by 2750% 3750%.

Pestilence Master’s Shroud

(4) Set

Each enemy you hit with Bone Spear, Corpse Lance or Corpse Explosion reduces your damage taken by 2%, up to a maximum of 50%. Lasts 15 seconds.

(6) Set

Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 3000% 3300%. In addition, Corpse Lance and Corpse Explosion damage is increased by 1500% 1650%.

Trag’Oul’s Avatar

(6) Set

Your Life-spending abilities deal 3300% increased damage but cost twice as much Life. Your healing from skills is increased by 100%.

Note: The damage bonus for you against enemies affected with Necrosis causes performance issues when encountering high density. This change is not intended to be a nerf and, when coupled with the six-piece change, should be a net buff for the complete set. This change should not change the gameplay style of this set.

Raiment of the Jade Harvester

(2) Set

When Haunt lands on an enemy already affected by Haunt, it instantly deals 120 560 seconds worth of Haunt damage.

Your damage is increased by 120% 200% and damage taken reduced by 3% for each enemy that is Ignited. This effect can stack up to 20 times. You always receive the maximum bonus whenever a nearby Elite monster is Ignited.

Vyr’s Amazing Arcana

(6) Set

You also gain Archon stacks when you hit with an Archon ability. Archon stacks now also reduce damage taken by 0.15% and have their damage bonus increased to 18%50%

Chantodo's Resolve

(2) Set

Every second while in Archon form you expel a Wave of Destruction, dealing 350% 1000% weapon damage to enemies within 30 yards

Every time you hit with an attack while not in Archon form, 350% 600% weapon damage is added to the Wave of Destruction, stacking up to 20 times

Other Items

Shields acquired by Necromancer players can now properly roll the +Max Essence affix

Bug Fixes

Fixed an issue where Mimics created from Rabid Strike were not correctly inheriting the player’s bonus damage from Lashing Tail Kick, Seven Sided Strike, Cyclone Strike, Exploding Palm and Wave of Light.

Fixed an issue where after dying, the pet damage bonus granted from Jesseth Arms could sometimes be lost if skeletons are re-commanded onto the same target.

Fixed an issue preventing the free Blood Nova granted by the Iron Rose from correctly granting the damage bonus from the Trag’Oul’s six-piece bonus.

Fixed an issue causing certain items to drop for the Necromancer which are not able to be equipped by the class.

Fixed an issue which prevented the +% Thorns damage bonus granted by Aberrant Animator from applying correctly to items such as the Spear of Jairo

Fixed an issue where you would not gain the buff from Crystal Fist when you had the buff from Channeling Pylon and Raiment of a Thousand Storms equipped

Fixed an issue with the (2) Set power of Vyr's Amazing Arcana where your Arcane Blast and Arcane Strike would not Freeze enemies unless you had the Slow Time rune chosen

Fixed an issue where the Wave of Destruction was doing slightly less damage than intended

Fixed an issue where the internal cooldown for channeled abilities on Obsidian Ring of the Zodiac would not scale with items that increased the attack speed of specific channeled abilities

ADVENTURE MODE

Rifts

Reduced the number of deadends when Rifts choose the Temple of the Firstborn tileset

Increased the amount of experience and Rift progress granted by the Hematic Disciple

Increased the amount of experience and Rift progress granted by Blazing Guardians

Increased the amount of experience and Rift progress granted by Smoldering Constructs

Reduced the fog effect in the Shrouded Moors tilesets in Rifts

The large Temple of the Firstborn tileset can no longer be selected for Greater Rifts

The amount of experience and Rift / Greater Rift progress that Shock Towers provide has been increased

Shield Pylons no longer reflects damage back to attackers

Note: Reflecting damage back to attackers caused performance issues when encountering high density.

CHALLENGE RIFTS

Increased the amount of materials that the Challenge Rift Cache drops

The Challenge Rift Cache now always drops 10 Death’s Breath

MONSTERS

Bug Fixes

Fixed a champion spawn rate issue for certain monsters required for the achievement ‘We Are the Champions’. The following monsters were adjusted and should spawn with the same frequency as other champion packs:

I haven't expected the patch being implemented this early considering the Season 12 has been planned to start on Nov. 9. I wonder if we will be blessed with the early start of the new season as well...

This is a misleading patch note entry. It only means that many super rare items (like Wand of Woh, Calamity, etc) are now common or at least "less rare". Basically all items have the same drop level except for usually one item is a bit more rare (33% less chance to get) per slot. Only some immunity amulets are still really rare, otherwise droprates are now more streamlined.

Which makes sense to be honest, because many of the rare items weren't the "best ones" anyways, so it was a kind of arbitrary rarity value anyways.

I haven't expected the patch being implemented this early considering the Season 12 has been planned to start on Nov. 9. I wonder if we will be blessed with the early start of the new season as well...

Seems unlikely. Blizzard not only has the Destiny 2 release to manage, but also Blizzcon, and whatever bugs or exploits that may be found before the season. November 9th is a pretty safe date for them.

For a few legendary items, the patch notes state the existing powers will be maxed and added to the orange text, but new drops of those items will get the full damage range. Ie old damage bonus might have been 125-150%, so the value after the patch would become 150%, however the updated items likely have a damage range starting and finishing higher (ie 150-200%). This would mean people would have an entry level item after the patch, but could farm for higher powered items.

ive noticed however that a few listed items (I play DH) haven't had original powers kept / added, despite patch notes. Is this a bug?

For a few legendary items, the patch notes state the existing powers will be maxed and added to the orange text, but new drops of those items will get the full damage range. Ie old damage bonus might have been 125-150%, so the value after the patch would become 150%, however the updated items likely have a damage range starting and finishing higher (ie 150-200%). This would mean people would have an entry level item after the patch, but could farm for higher powered items.

ive noticed however that a few listed items (I play DH) haven't had original powers kept / added, despite patch notes. Is this a bug?

The ones you would expect to be changed are similar to the Manticore - previously it would roll additional cluster arrow damage on every one, but not in orange text. (Up to 80%?) Now, any old weapons you had lying around after the patch, would show 80% increased cluster arrow damage and resource cost reduction in orange text. Instead of the two separate lines before.

But, if you had an item that already rolled damage in orange text, say: Fist of Az'Turrasq - that would previously roll 250-300% damage for Exploding Palm, but was updated this patch to now show 400-500%, your old Fist of Az'Turrasq will still be in the range it was before, not updated to the new numbers, or even up to the previous cap.

This is a misleading patch note entry. It only means that many super rare items (like Wand of Woh, Calamity, etc) are now common or at least "less rare". Basically all items have the same drop level except for usually one item is a bit more rare (33% less chance to get) per slot. Only some immunity amulets are still really rare, otherwise droprates are now more streamlined.

Which makes sense to be honest, because many of the rare items weren't the "best ones" anyways, so it was a kind of arbitrary rarity value anyways.

You don't even notice the drop rate increase tbh so I'm calling BS that they've done that. I sat for nearly 8 hours testing it yesterday and it genuinely doesn't feel any different than pre-patch. I tested it in Adventure Mode, Normal Rifts and Boss runs.